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 ////  RenderDeferredTask.cpp//  render-utils/src/////  Created by Sam Gateau on 5/29/15.//  Copyright 2016 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include <PerfStat.h>#include <PathUtils.h>#include <RenderArgs.h>#include <ViewFrustum.h>#include <gpu/Context.h> #include "DebugDeferredBuffer.h"#include "DeferredLightingEffect.h"#include "FramebufferCache.h"#include "HitEffect.h"#include "TextureCache.h" #include "render/DrawTask.h"#include "render/DrawStatus.h"#include "render/DrawSceneOctree.h"#include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMappingEffect.h" #include "RenderDeferredTask.h" using namespace render; extern void initStencilPipeline(gpu::PipelinePointer& pipeline);extern void initOverlay3DPipelines(render::ShapePlumber& plumber);extern void initDeferredPipelines(render::ShapePlumber& plumber); void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->args);} void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    DependencyManager::get<DeferredLightingEffect>()->render(renderContext);} RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {    cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };     // Prepare the ShapePipelines    ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();    initDeferredPipelines(*shapePlumber);     // CPU jobs:    // Fetch and cull the items from the scene    auto sceneFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();    const auto sceneSelection = addJob<FetchSpatialTree>("FetchSceneSelection", sceneFilter);    const auto culledSceneSelection = addJob<CullSpatialSelection>("CullSceneSelection", sceneSelection, cullFunctor, RenderDetails::ITEM, sceneFilter);     // Multi filter visible items into different buckets    const int NUM_FILTERS = 3;    const int OPAQUE_SHAPE_BUCKET = 0;    const int TRANSPARENT_SHAPE_BUCKET = 1;    const int LIGHT_BUCKET = 2;    MultiFilterItem<NUM_FILTERS>::ItemFilterArray triageFilters = { {            ItemFilter::Builder::opaqueShape(),            ItemFilter::Builder::transparentShape(),            ItemFilter::Builder::light()    } };    const auto filteredItemsBuckets = addJob<MultiFilterItem<NUM_FILTERS>>("FilterSceneSelection", culledSceneSelection, triageFilters).get<MultiFilterItem<NUM_FILTERS>::ItemBoundsArray>();     // Extract / Sort opaques / Transparents / Lights / Overlays    const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredItemsBuckets[OPAQUE_SHAPE_BUCKET]);    const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredItemsBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));    const auto lights = filteredItemsBuckets[LIGHT_BUCKET];     // Overlays are not culled because we want to make sure they are seen    // Could be considered  a bug in the current cullfunctor    const auto overlayOpaques = addJob<FetchItems>("FetchOverlayOpaque", ItemFilter::Builder::opaqueShapeLayered());    const auto fetchedOverlayOpaques = addJob<FetchItems>("FetchOverlayTransparents", ItemFilter::Builder::transparentShapeLayered());    const auto overlayTransparents = addJob<DepthSortItems>("DepthSortTransparentOverlay", fetchedOverlayOpaques, DepthSortItems(false));     // GPU Jobs: Start preparing the deferred and lighting buffer    addJob<PrepareDeferred>("PrepareDeferred");     // Render opaque objects in DeferredBuffer    addJob<DrawDeferred>("DrawOpaqueDeferred", opaques, shapePlumber);     // Once opaque is all rendered create stencil background    addJob<DrawStencilDeferred>("DrawOpaqueStencil");     // Use Stencil and start drawing background in Lighting buffer    addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred");     // AO job    addJob<AmbientOcclusionEffect>("AmbientOcclusion");     // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.    addJob<DrawLight>("DrawLight", lights);     // DeferredBuffer is complete, now let's shade it into the LightingBuffer    addJob<RenderDeferred>("RenderDeferred");     // AA job to be revisited    addJob<Antialiasing>("Antialiasing");     // Render transparent objects forward in LightingBuffer    addJob<DrawDeferred>("DrawTransparentDeferred", transparents, shapePlumber);        // Lighting Buffer ready for tone mapping    addJob<ToneMappingDeferred>("ToneMapping");     // Overlays    addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaques, true);    addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparents, false);      // Debugging stages    {        // Debugging Deferred buffer job        addJob<DebugDeferredBuffer>("DebugDeferredBuffer");         // Scene Octree Debuging job        {            addJob<DrawSceneOctree>("DrawSceneOctree", sceneSelection);            addJob<DrawItemSelection>("DrawItemSelection", sceneSelection);        }         // Status icon rendering job        {            // Grab a texture map representing the different status icons and assign that to the drawStatsuJob            auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";            auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath);            addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));        }    }     // FIXME: Hit effect is never used, let's hide it for now, probably a more generic way to add custom post process effects    // addJob<HitEffect>("HitEffect");     // Blit!    addJob<Blit>("Blit");} void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    // sanity checks    assert(sceneContext);    if (!sceneContext->_scene) {        return;    }      // Is it possible that we render without a viewFrustum ?    if (!(renderContext->args && renderContext->args->_viewFrustum)) {        return;    }     for (auto job : _jobs) {        job.run(sceneContext, renderContext);    }}; void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems) {    assert(renderContext->args);    assert(renderContext->args->_viewFrustum);     auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);     RenderArgs* args = renderContext->args;     gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {        batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);        args->_batch = &batch;         config->setNumDrawn((int)inItems.size());        emit config->numDrawnChanged();         glm::mat4 projMat;        Transform viewMat;        args->_viewFrustum->evalProjectionMatrix(projMat);        args->_viewFrustum->evalViewTransform(viewMat);         batch.setProjectionTransform(projMat);        batch.setViewTransform(viewMat);         renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);        args->_batch = nullptr;    });} DrawOverlay3D::DrawOverlay3D(bool opaque) :    _shapePlumber(std::make_shared<ShapePlumber>()),    _opaquePass(opaque) {    initOverlay3DPipelines(*_shapePlumber);} void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const render::ItemBounds& inItems) {    assert(renderContext->args);    assert(renderContext->args->_viewFrustum);     auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);      config->setNumDrawn((int)inItems.size());    emit config->numDrawnChanged();     if (!inItems.empty()) {        RenderArgs* args = renderContext->args;         // Clear the framebuffer without stereo        // Needs to be distinct from the other batch because using the clear call         // while stereo is enabled triggers a warning        if (_opaquePass) {            gpu::Batch batch;            batch.enableStereo(false);            batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);            args->_context->render(batch);        }         // Render the items        gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {            args->_batch = &batch;            args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();             glm::mat4 projMat;            Transform viewMat;            args->_viewFrustum->evalProjectionMatrix(projMat);            args->_viewFrustum->evalViewTransform(viewMat);             batch.setProjectionTransform(projMat);            batch.setViewTransform(viewMat);            batch.setViewportTransform(args->_viewport);            batch.setStateScissorRect(args->_viewport);            batch.setResourceTexture(0, args->_whiteTexture);             renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);        });        args->_batch = nullptr;        args->_whiteTexture.reset();    }} gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline;const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() {    if (!_opaquePipeline) {        initStencilPipeline(_opaquePipeline);    }    return _opaquePipeline;} void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    assert(renderContext->args);    assert(renderContext->args->_viewFrustum);     // from the touched pixel generate the stencil buffer     RenderArgs* args = renderContext->args;    doInBatch(args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;         auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();         batch.enableStereo(false);         batch.setFramebuffer(deferredFboColorDepthStencil);        batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);         batch.setPipeline(getOpaquePipeline());         batch.draw(gpu::TRIANGLE_STRIP, 4);        batch.setResourceTexture(0, nullptr);     });    args->_batch = nullptr;} void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    assert(renderContext->args);    assert(renderContext->args->_viewFrustum);     // render backgrounds    auto& scene = sceneContext->_scene;    auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background());      ItemBounds inItems;    inItems.reserve(items.size());    for (auto id : items) {        inItems.emplace_back(id);    }    RenderArgs* args = renderContext->args;    doInBatch(args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;         auto lightingFBO = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer();         batch.enableSkybox(true);         batch.setFramebuffer(lightingFBO);         batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);         glm::mat4 projMat;        Transform viewMat;        args->_viewFrustum->evalProjectionMatrix(projMat);        args->_viewFrustum->evalViewTransform(viewMat);         batch.setProjectionTransform(projMat);        batch.setViewTransform(viewMat);         renderItems(sceneContext, renderContext, inItems);    });    args->_batch = nullptr;} void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {    assert(renderContext->args);    assert(renderContext->args->_context);     RenderArgs* renderArgs = renderContext->args;    auto blitFbo = renderArgs->_blitFramebuffer;     if (!blitFbo) {        return;    }     // Determine size from viewport    int width = renderArgs->_viewport.z;    int height = renderArgs->_viewport.w;     // Blit primary to blit FBO    auto framebufferCache = DependencyManager::get<FramebufferCache>();    auto primaryFbo = framebufferCache->getPrimaryFramebuffer();     gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {        batch.setFramebuffer(blitFbo);         if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {            if (renderArgs->_context->isStereo()) {                gpu::Vec4i srcRectLeft;                srcRectLeft.z = width / 2;                srcRectLeft.w = height;                 gpu::Vec4i srcRectRight;                srcRectRight.x = width / 2;                srcRectRight.z = width;                srcRectRight.w = height;                 gpu::Vec4i destRectLeft;                destRectLeft.x = srcRectLeft.z;                destRectLeft.z = srcRectLeft.x;                destRectLeft.y = srcRectLeft.y;                destRectLeft.w = srcRectLeft.w;                 gpu::Vec4i destRectRight;                destRectRight.x = srcRectRight.z;                destRectRight.z = srcRectRight.x;                destRectRight.y = srcRectRight.y;                destRectRight.w = srcRectRight.w;                 // Blit left to right and right to left in stereo                batch.blit(primaryFbo, srcRectRight, blitFbo, destRectLeft);                batch.blit(primaryFbo, srcRectLeft, blitFbo, destRectRight);            } else {                gpu::Vec4i srcRect;                srcRect.z = width;                srcRect.w = height;                 gpu::Vec4i destRect;                destRect.x = width;                destRect.y = 0;                destRect.z = 0;                destRect.w = height;                 batch.blit(primaryFbo, srcRect, blitFbo, destRect);            }        } else {            gpu::Vec4i rect;            rect.z = width;            rect.w = height;             batch.blit(primaryFbo, rect, blitFbo, rect);        }    });}